My fragment shader was significantly slowed down by a recent change, and I've been trying to understand why.
I isolated the main slow-down to accessing a single particular uniform float. If I include ...

I am trying to implement Box2D into my top down tile game in LibGDX. Each world consists of a set of chunks, and each chunk is 16 tiles wide/long. The maximum/minimum chunks loaded at one time is 9 (a ...

I'm guessing the default XNA model encourages checking for button presses in Update(). However, I am developing a game-like application for research and need to measure reaction times as quickly as ...

First off, I own Unity Pro.
I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...

I have created a jump'n'run browser-game based on SVG. The »World« grew large (~80px * ~20000px, before scaled to viewport height) and rendering went slow. In consequence I included a range searching ...

I am developing an XNA game using Kinect. It requires using Depth and Color streams for extracting only the player's image from the color image. So far I can extract the image and set their data into ...

I need to know what changes the lightmap size for example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 , having larger textures or having larger quads(having more models) or having ...

I am using SurfaceTexture to draw camera preview through opengl after applying blending but new camera preview frames overwrite my previous frames although i am not clearing my color buffer. I want my ...

What is the best performant solution to handle received data from socket, in a MMORPG game? Is it good to have something like:
[StructLayout(LayoutKind.Explicit, Pack = 1)]
public struct LoginPacket
...

I am currently working on an FPS in XNA and I wanted to know how I would position the camera at the eyes of the model and whenever the model rotated or moved it's head (where the eyes are), the camera ...

I'm developing a mobile game using Unity3D. I'm evaluating different methods to give the possibility to the artists of customizing the environment. They need to add some static dirty on the walls and ...